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#98 [en] 

This thread was not started to discuss Marauder quality of life, it was started because I stated that investing more time in the marauder palyable faction will not add anything to the game/community as a whole, and even if marauders get everything on their wishlist that faction will still suffer from the innate isolation which it creates. Comparing and contrasting it to other factions does seem to be a legitimate way to judge its value or future use.

#99 Multilingual 

So investing more time in the marauder faction is not addressing QOL? That's what fixing this does and hopefully brings back some other players that left. I'm not trying to attack any faction, I just want to see people come back. They didn't leave because fame is too hard. They got tired of doing things with alts. Tired of things that were said would happen that did not. I know they are working hard on it and I appreciate the work the DEVS are doing. I honestly think there is still value in the Marauder faction, we are still gaining new players same as everyone else.
I admit that I would not leave if the faction disapeared but I would be highly disappointed but I am only 1 out of many.

#100 [en] 

No it was started to discuss the marauder organisation and all it encompasses.. you did read why riku started this right?

I completely disagree with you on the fact if my wish list was completed we would suffer from isolation. Attacking a city is a great way to RP and PVP with others and brings people together- an experience shared by marauders and other players. All the previous city attacks I have run I have had a great time with friends on both sides of the fighting- an occupation encompassing this would be a fantastic addition to the marauder faction and reduce its isolation.

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#101 [en] 

Still I do not see how any marauder gets hurt when non marauders take welcomer missions. And while some marauder players may heed their superiority complex that they are so much better and different from all others, the same may go for tribes detesting adverse peoples or homins of opposite reputation.

Why should it hurt marauders when their welcomer gives missions to complete adversaries, missions, noteworthy, which would be in favor of the marauders (roleplaywise), no less than a tribe or nation welcomer, scout, patroller etc. offers missions in favor of their faction - that is why the mission taker earns reputation.

Generally, marauders are not against homins, but against their attitude expressed in their civ and cult reputation. Welcomers, patrollers, journeymen etc. are the ones bridging that gap, in a ways more RP conforming way than clicking down fame. E.g. an Ancient Dryads scout gives missions to Matis though matis fame at that tribe is -100.

And generic weapons given by welcomers are inside this realm. There is no reason to take them out of general availability except some mischievous and petty attitude of people to whom crafting has no meaning or who take fun of harming others.

Edited 2 times | Last edited by Daomei (9 years ago)

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Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral

#102 [en] 

Superiority complex? Daomei you went marauder?? :O Welcome to the organisation! But please.. go back to wherever you came from. We don't have room for the prattling and gassing that you actually think is roleplay.

I assume you didn't read my post so will just re-iterate a major point:
A marauder guard will attack anyone not marauder.
A non-marauder guard will only attack those who are -50 fame or below.

Marauders treat outsiders differently than any other civ. We are different. Do you understand this?

All I want is a marauder city welcomer that fits with our camp. Ideally this would speak to marauders only. I am happy to compromise and allow 0 fame in all so new players can get a taste of marauder life and if players so chose, they can drop their fames down and get the plans.

You have +50 fame in all. This is extremely easy to get and hardly a hassle for you. After all you are an incredible fame grinder who has done so many tribe fames!! It must be worth the time for such an esteemed crafter!

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#103 [en] 

Perhaps I have used too many words for you again.. here:

Marauders, in every single way, are completely different from the group collective of: trykers, fyros, matis and zorai.

Given this massive difference.. why do you think our camp welcomer should be exactly the same as them? It is completely illogical and makes no sense whatsoever.

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#104 [de] 

Don't get more bossy and impolite than you usually behave, Virg. I have read what you wrote, and see no connection to the welcomer's behavior, and much less a point in monopolizing generic weapons. There, you are already inconsequential by offering a -10 threshold which does not exist in the camp merchants either. So, when dealing differently with the welcomer, why not like with other welcomers? I did not read a single rational argument for.

What is wrong with a welcomer, and possibly even a few marauder mission NPC in every high level region of the continents, offering marauder missions with low or no fame threshold? It would add athmosphere, as a homin interested in doing marauder missions may be, or become interested in the faction altogether.

Granted, one ought not make it too easy for those above fame -1. For example, one could place two guards or so close to the welcomer who react similar to tribe or city guards (which attack 50 points below their equilibrium while marauders would do 40 above their equilibrium, but so what. Their attack would attract guards from inside the camp, thus obtaining the mission when not below 0 would be tricky (and funny). Anyway, the welcomer would give it.

The idea of marauder scouts or journeymen as mission givers on the continents would also project marauder presence, and add athmosphere and variety instead of alienating the ones and spoiling the others. I would even advocate marauder hawkers, at least one in every surface 200 and 250 region. To make it not too easy, they could take, say, 5% of the mat given as a royalty for their fencing job. That would make life easier for marauder harvesters.

Edited 4 times | Last edited by Daomei (9 years ago) | Reason: typo

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Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral

#105 [en] 

Then perhaps be polite yourself and you may find others react more nicely to your words.. also try not to be such a hypocrite all the time- that might help as well.

I have already said I will be happy with 0. It makes sense.

A single rational arguement? The welcomer.. is a marauder welcomer. As such he should behave like other marauders. Marauders do not behave tryker/matis/fyros/zorai. Until you understand this you won't understand my point. Do you understand this? If not we should stop discussing this.

'A marauder offering missions to non-marauders with no fame threshold'
You display your ignorance of marauder RP once again. Marauders can be split into 2 types: those left behind during the swarming or those who joined after the swarming. Read up on them a bit.
You clearly do not understand the old marauders if you think any would ask for help of those that left them behind and also the new marauders who are either criminals or freedom fighters.

Marauder hawkers however is a good idea.

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#106 Multilingual 

I don't think it should be overly difficult to obtain any generic weapon plan. The others were quite easy, low requirements. 0 fame,no fame requirement, I could see it work either way but I don't think anyone should really have to go out of there way to obtain one, that would be game play hindering. While I do agree that we do operate quite differently.
Perhaps we could always give non-marauders a different type of generated mission/response. Maybe a bribery or trickery, kidnap mission to the kami/kara/fyros/tryker/matis/zorai, some sort of black market type deal while the Maruder mission may be a bit darker.
The welcomer could be located a bit outside of camp like the mission giver is so that we do not lose the way our guards react as I think allowing 0 fame to enter camp would be wrong and would make the Marauder rite worthless.

#107 [en] 

I thought the plan in regard to the remaining generic plans was to have them as rewards from tribes? In the situation they would be available to all players.

#108 Multilingual 

Placio
I thought the plan in regard to the remaining generic plans was to have them as rewards from tribes? In the situation they would be available to all players.

I thought that was just bq, mq, hq skins?  Though I disagree with Virg, his idea would still make them available to all players.

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#109 [en] 

Tribe plans are a completely different thing.

I agree it shouldn't be difficult Bones.

A simple mission string for marauders and neutrals with 0 fames for generic craft plans is simple and easy. 0 fame is not difficult to achieve for anyone and doesn't sacrifice the marauder-RP stance too much. A fair compromise on both sides.

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#110 [en] 

Sorry and just to calrify the welcomer would be out of the camp away from guard aggro range so to accomadate the 0 fame players.

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NB: Void respawn is where you can find the PVP, also willing to give lessons :)

#111 [en] 

0 fame is not a fair compromise but an attempt to harm those who have higher fame, an unfair move as marauders may get generic plans at -67.

And there is no point for except Virg's vanity and stubbornness.

I would welcome if obtaining a marauder welcomer mission would not be easier for 0 fame and above than it is at -80 and below tribes. That would be fun and interesting. Every petty bargain of -10, 0 or so misses the point.

There is another aspect, it is the overall game design, its consistency which is beauty in the eyes of those who ever worked in technical and operating system design and programming. Destroying that for selfish and short-sighted wishes and envy would be a shame.

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Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral

#112 [en] 

[Edited: Due to post not contributing to a useful discussion and are only serving to inflame the thread, it is heavily edited]

Daomei. Many marauders have -100 fame. We are 'harmed' if we want to do any generic plan or any rite etc etc. Arguing we chose this life is mute. This is a valid game option and as such things should be designed around that option.

Marauders have to grind fames from -100 to 30 if we want to do anything.

Each civ be it tryker, fyros, matis or zorai are just echos of each other. Therefore they can have the same merchants, they can have the same city welcomer.. make something for one civ? Copy, paste, change a little and stick it back into the other civs.

Marauders are completely different ...

Edited 2 times | Last edited by Tiximei (9 years ago)

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